Rename VoxelStreamVXB => VoxelStreamBlockFiles

This commit is contained in:
Marc Gilleron 2019-08-17 19:43:08 +01:00
parent fbeaae6bac
commit ece3a355af
3 changed files with 21 additions and 21 deletions

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@ -7,7 +7,7 @@
#include "streams/voxel_stream_noise.h" #include "streams/voxel_stream_noise.h"
#include "streams/voxel_stream_region.h" #include "streams/voxel_stream_region.h"
#include "streams/voxel_stream_test.h" #include "streams/voxel_stream_test.h"
#include "streams/voxel_stream_vxb.h" #include "streams/voxel_stream_block_files.h"
#include "terrain/voxel_box_mover.h" #include "terrain/voxel_box_mover.h"
#include "terrain/voxel_lod_terrain.h" #include "terrain/voxel_lod_terrain.h"
#include "terrain/voxel_map.h" #include "terrain/voxel_map.h"
@ -36,7 +36,7 @@ void register_voxel_types() {
ClassDB::register_class<VoxelStreamImage>(); ClassDB::register_class<VoxelStreamImage>();
ClassDB::register_class<VoxelStreamNoise>(); ClassDB::register_class<VoxelStreamNoise>();
ClassDB::register_class<VoxelStreamFile>(); ClassDB::register_class<VoxelStreamFile>();
ClassDB::register_class<VoxelStreamVXB>(); ClassDB::register_class<VoxelStreamBlockFiles>();
ClassDB::register_class<VoxelStreamRegion>(); ClassDB::register_class<VoxelStreamRegion>();
// Helpers // Helpers

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@ -1,4 +1,4 @@
#include "voxel_stream_vxb.h" #include "voxel_stream_block_files.h"
#include "../util/utility.h" #include "../util/utility.h"
#include "file_utils.h" #include "file_utils.h"
#include <core/os/dir_access.h> #include <core/os/dir_access.h>
@ -13,7 +13,7 @@ const char *META_FILE_NAME = "meta.vxbm";
const char *BLOCK_FILE_EXTENSION = ".vxb"; const char *BLOCK_FILE_EXTENSION = ".vxb";
} // namespace } // namespace
VoxelStreamVXB::VoxelStreamVXB() { VoxelStreamBlockFiles::VoxelStreamBlockFiles() {
// Defaults // Defaults
_meta.block_size = DEFAULT_BLOCK_SIZE; _meta.block_size = DEFAULT_BLOCK_SIZE;
_meta.lod_count = 1; _meta.lod_count = 1;
@ -22,7 +22,7 @@ VoxelStreamVXB::VoxelStreamVXB() {
// TODO Have configurable block size // TODO Have configurable block size
void VoxelStreamVXB::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod) { void VoxelStreamBlockFiles::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod) {
ERR_FAIL_COND(out_buffer.is_null()); ERR_FAIL_COND(out_buffer.is_null());
@ -72,7 +72,7 @@ void VoxelStreamVXB::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_i
memdelete(f); memdelete(f);
} }
void VoxelStreamVXB::immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod) { void VoxelStreamBlockFiles::immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod) {
ERR_FAIL_COND(_directory_path.empty()); ERR_FAIL_COND(_directory_path.empty());
ERR_FAIL_COND(buffer.is_null()); ERR_FAIL_COND(buffer.is_null());
@ -113,18 +113,18 @@ void VoxelStreamVXB::immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_v
} }
} }
String VoxelStreamVXB::get_directory() const { String VoxelStreamBlockFiles::get_directory() const {
return _directory_path; return _directory_path;
} }
void VoxelStreamVXB::set_directory(String dirpath) { void VoxelStreamBlockFiles::set_directory(String dirpath) {
if (_directory_path != dirpath) { if (_directory_path != dirpath) {
_directory_path = dirpath; _directory_path = dirpath;
_meta.loaded = false; _meta.loaded = false;
} }
} }
Error VoxelStreamVXB::save_meta() { Error VoxelStreamBlockFiles::save_meta() {
CRASH_COND(_directory_path.empty()); CRASH_COND(_directory_path.empty());
@ -158,7 +158,7 @@ Error VoxelStreamVXB::save_meta() {
return OK; return OK;
} }
Error VoxelStreamVXB::load_meta() { Error VoxelStreamBlockFiles::load_meta() {
CRASH_COND(_directory_path.empty()); CRASH_COND(_directory_path.empty());
String meta_path = _directory_path.plus_file(META_FILE_NAME); String meta_path = _directory_path.plus_file(META_FILE_NAME);
@ -190,7 +190,7 @@ Error VoxelStreamVXB::load_meta() {
return OK; return OK;
} }
String VoxelStreamVXB::get_block_file_path(const Vector3i &block_pos, unsigned int lod) const { String VoxelStreamBlockFiles::get_block_file_path(const Vector3i &block_pos, unsigned int lod) const {
// TODO This is probably extremely inefficient, also given the nature of Godot strings // TODO This is probably extremely inefficient, also given the nature of Godot strings
// Save under a folder, because there could be other kinds of data to store in this terrain // Save under a folder, because there could be other kinds of data to store in this terrain
@ -207,14 +207,14 @@ String VoxelStreamVXB::get_block_file_path(const Vector3i &block_pos, unsigned i
return _directory_path.plus_file(path); return _directory_path.plus_file(path);
} }
Vector3i VoxelStreamVXB::get_block_position(const Vector3i &origin_in_voxels) const { Vector3i VoxelStreamBlockFiles::get_block_position(const Vector3i &origin_in_voxels) const {
return origin_in_voxels.udiv(_meta.block_size); return origin_in_voxels.udiv(_meta.block_size);
} }
void VoxelStreamVXB::_bind_methods() { void VoxelStreamBlockFiles::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_directory", "directory"), &VoxelStreamVXB::set_directory); ClassDB::bind_method(D_METHOD("set_directory", "directory"), &VoxelStreamBlockFiles::set_directory);
ClassDB::bind_method(D_METHOD("get_directory"), &VoxelStreamVXB::get_directory); ClassDB::bind_method(D_METHOD("get_directory"), &VoxelStreamBlockFiles::get_directory);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "directory"), "set_directory", "get_directory"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "directory"), "set_directory", "get_directory");
} }

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@ -1,5 +1,5 @@
#ifndef VOXEL_STREAM_VXB_H #ifndef VOXEL_STREAM_BLOCK_FILES_H
#define VOXEL_STREAM_VXB_H #define VOXEL_STREAM_BLOCK_FILES_H
#include "voxel_stream_file.h" #include "voxel_stream_file.h"
@ -7,10 +7,10 @@ class FileAccess;
// Loads and saves blocks to the filesystem, under a directory. // Loads and saves blocks to the filesystem, under a directory.
// Each block gets its own file, which may produce a lot of them, but it makes it simple to implement. // Each block gets its own file, which may produce a lot of them, but it makes it simple to implement.
class VoxelStreamVXB : public VoxelStreamFile { class VoxelStreamBlockFiles : public VoxelStreamFile {
GDCLASS(VoxelStreamVXB, VoxelStreamFile) GDCLASS(VoxelStreamBlockFiles, VoxelStreamFile)
public: public:
VoxelStreamVXB(); VoxelStreamBlockFiles();
void emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod) override; void emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod) override;
void immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod) override; void immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod) override;
@ -42,4 +42,4 @@ private:
Meta _meta; Meta _meta;
}; };
#endif // VOXEL_STREAM_VXB_H #endif // VOXEL_STREAM_BLOCK_FILES_H